The Horned Hunter

Ekembe Jambaya's page

102 posts. Alias of John Hathaway.


Classes/Levels

retired

About Ekembe Jambaya

Ekembe Jambaya
Human Ranger[skirmisher] 3/Witch 2
XP: 10,250/15,000
Alternate Racial Trait: Heart of the Wilderness (replaces Skilled) Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.
Favored Class: Ranger (+1 hp)
Caster Level: 4

Str 14 (+2)
Dex 16 (+3)
Con 16 (+3)
Int 18 (+4)
Wis 12 (+1)
Cha 12 (+1)

36 point buy:
Str 14 (5 pts)
Dex 15 (7 pts) (+1 @ Lvl 4) > Dex 16
Con 16 (10 pts)
Int 16 (10 pts) (+2 racial) > Int 18
Wis 12 (2 pts)
Cha 12 (2 pt)

Combat Info
HP: 46 (10+1d10+2d6+2+12)+8
BAB: +4
Initiative: +3

AC: 16 (14 T / 13 FF)
Fort: +7
Ref: +9
Will: +6

+1 Composite (+2) Darkwood Longbow: +8 (1d8+3/x3)
Greatclub (2-handed): +6 (1d10+3/x2)
Dagger (thrown): +7 (1d4+2/19-20x2)
Dagger (1-handed): +6 (1d4+2/19-20x2)

Prepared Cantrips (3): arcane mark, detect magic, message
Prepared 1st Level Spells (2+1): cure light wounds x2 [ ] [ ], mage armor [ ]

Equipment
Coins: 2475 gp
Bracers of Armor (+1)
Amulet of Natural Armor (+1)
Ring of Protection (+1)
Cloak of Resistance (+1)
Efficient Quiver
+1 Composite (+2) Darkwood Longbow
Arrows, blunt (100)
Arrows, flight (100)
Arrows, smoke (5)
Arrows, standard cold-iron (100)
Greatclub
Daggers (5)

starting gear:

Bracers of Armor (+1) ... 1,000gp
Amulet of Natural Armor (+1) ... 1,000gp
Ring of Protection (+1) ... 2,000gp
Cloak of Resistance (+1) ... 1,000gp
Efficient Quiver ... 1,800gp
+1 Composite (+2) Darkwood Longbow ... 2,630gp
Arrows, blunt (100) ... 10gp
Arrows, flight (100) ... 10gp
Arrows, smoke (5) ... 50gp
Arrows, standard cold-iron (100) ... 10gp
Greatclub ... 5gp
Daggers (5) ... 10gp

Ranger Class Abilities
Favored Enemy: Humanoid (human)(+2) bonus on Bluff, Knowledge, Perception, Sense Motive, Survival, Attack & Damage
Track: +1/2 ranger level to survival checks for following tracks
Wild Empathy: 1d20+RngrLvl+ChaMod as diplomacy check vs animals (vs magical beast at -4)
Combat Style: Archery (Precise Shot)
Favored Terrain: Jungle (+2) bonus on Initiative, Knowledge (geography), Perception, Stealth, and Survival

Witch Class Abilities
Patron: Endurance (2nd—endure elements, 4th—bear's endurance, 6th—protection from energy, 8th—spell immunity, 10th—spell resistance, 12th—bear's endurance (mass), 14th—restoration (greater), 16th—iron body, 18th—miracle)
1st Hex: Healing

Spoiler:
This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

2nd Hex: Ward
Spoiler:
The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

Familiar: Fennec (fox) +2 Reflex saves picture
Spells:
Cantrips: arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue

1st Level: bungle, burning hands, cure light wounds, diagnose disease, ear piercing scream, endure elements*, enlarge person, ill omen, mage armor, ray of enfeeblement
*patron bonus spell

Traits, Feats, and Skills
Traits: Magical Knack(magic): +2 to Caster Level, cannot exceed Character Level
Feats: Endurance (Human), Diehard (Lvl 1), Precise Shot (Rngr 2), Fast Healer (Lvl 3), Skill Focus (Survival) (Rngr 3), Focused Shot (Lvl 5), Heroic Recovery @ lvl 7
Languages: Common, Sylvan, Elven, Dwarven, Goblin
Trained Skills: Climb (Str) +7, Escape Artist (Dex) +10, Handle Animal (Cha) +6, Heal (Wis) +6, Intimidate (Cha) +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (geography) (Int) +12(14), Knowledge (nature) (Int) +10, Perception (Wis) +11(13), Spellcraft (Int) +9, Stealth (Dex) +7(9), Survival (Wis) +14(16), Swim (Str) +7, and Use Magic Device (Cha) +6

Detailed Skills:

Skill Points/level: 6/10 = 2(witch) or 6(ranger) +4(int)
class skill // Armor Check Penalty = -0

Acrobatics: +3 = +0(ranks) +3(dex) -0(acp)
Appraise: +4 = +0(ranks) +4(int)
Bluff: +1 = +0(ranks) +1(cha)
Climb: +7 = +2(ranks) +3(trained) +2(str) -0(acp)
Craft: +4 = +0(ranks) +4(int)
Diplomacy: +1 = +0(ranks) +1 (cha)
Disable Device: +3 = +0(ranks) +3(dex)
Disguise: +1 = +0(ranks) +1(cha)
Escape Artist: +10 = +4(ranks) +3(trained) +3(dex) -0(acp)
Fly: +3 = +0(ranks) +3(dex) -0(acp)
Handle Animal: +6 = +2(ranks) +3(trained) +1(wis)
Heal: +6 = +2(ranks) +3(trained) +1(wis)
Intimidate: +8 = +4(ranks) +3(trained) +1(cha)
Knowledge (arcana): +10 = +3(ranks) +3(trained) +4(int)
Knowledge (dungeoneering): +8 = +1(ranks) +3(trained) +4(int)
Knowledge (engineering): +4 = +0(ranks) +4(int)
Knowledge (geography): +12(14) = +5(ranks) +3(trained) +4(int) +2(favored terrain)
Knowledge (history): +4 = +0(ranks) +4(int)
Knowledge (local): +4 = +0(ranks) +4(int)
Knowledge (nature): +10 = +3(ranks) +3 (trained) +4(int)
Knowledge (nobility): +4 = +0(ranks) +4(int)
Knowledge (planes): +4 = +0(ranks) +4(int)
Knowledge (religion): +4 = +0(ranks) +4(int)
Linguistics: +4 = +0(ranks) +4(int)
Perception: +11(13) = +5(ranks) +3(trained) +1(wis) +2(feat) +2(favored terrain)
Perform: +1 = +0(ranks) +1(cha)
Profession: +1 = +0(ranks) +1(wis)
Ride: +3 = +0(ranks) +3(dex) -0(acp)
Sense Motive: +3 = +0(ranks) +1(wis) +2(feat)
Spellcraft: +9 = +2(ranks) +3(trained) +4(int)
Stealth: +7(9) = +1(ranks) +3(trained) +3(dex) +2(favored terrain) -0(acp)
Survival: +14(16) = +5(ranks) +3(trained) +1(wis) +2(1/2 char lvl) +3(feat) +2(favored terrain)
Swim: +7 = +2(ranks) +3(trained) +2(str) -0(acp)
Use Magic Device: +6 = +2(ranks) +3(trained) +1(cha)

Otrimi:

N Tiny magical beast
Init +3; Senses low-light vision, scent;
Armor Class: AC 16, touch 13, flat-footed 13 (+3 Dex, +1 natural, +2 size)
HP: 19/19 (1/2 master's total rounded down)
Saves: Fort +4, Ref +7(improved evasion), Will +5
Speed: 40 ft. (8sq)
Melee: bite +5 (1d3-1)

Stats: Str 9 (-1), Dex 17 (+3), Con 11 (+0), Int 6 (-2), Wis 12 (+1), Cha 6 (-2)
Base Atk +0; CMB -3; CMD 10 (14 vs. trip)
Feats: Skill Focus (Perception)
Skills: Acrobatics +2 (+10 jumping), Perception +9, Survival +2 (+6 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Familiar Abilities: Alertness, empathic link, improved evasion, share spells, store spells

Background:
Ekembe was once a slave, but the ship he was packed in was destroyed in a storm which only he and the taskmaster survived. After discovering one another, it was, in the end, only Ekembe who survived. He still wears the taskmaster's horned helmet as a trophy to remind him that survival is never guaranteed; it is earned.

Marooned, Ekembe fought to survive for many months, all the while refusing to give in to the elements. He learned to track game, wield some of the weapons that he had recovered from the wreckage, how to find water, and how to make fire. As he saw it, the only other choice was to die, and so he learned.

After many months like this, Ekembe tired of waiting for another vessel to save him (and began to think it'd just be another slaver ship and he didn't want to fall back into captivity), so he set out on foot to try and find his way back to civilization. Some time into his travels, he stumbled upon a small game trail and followed it back to a den. He found a litter of dead fennec pups, and no sign of the parents. Just as he was preparing to leave, he heard a small whimper from the litter. Turning back around, he found that one of the pups had survived. Impressed at the small creature's will to live, and captivated by the preternatural intelligence he saw in its eyes when he looked upon it, Ekembe took the fox pup with him, naming him Otrimi - a word from his tribal tongue which means "Little Survivor".

Nearly half a year of wandering later, Ekembe and Otrimi finally found their way back to civilzation only to find themselves in a land entirely foreign to Ekembe. With no way of ever making it back to his tribe, Ekembe sold a few skins he'd gathered in the wilderness and wandered into the nearest tavern to spend some of his coin on a hot meal and to plan his next move.

Personality/Mannerisms:
I see Ekembe as a towering, burly, good-humored, and yet soft spoken man. He can come across as uncaring or cold when faced with the suffering of others, as it is his belief that "the world winnows the weak". He recognizes though that there is greater strength in community than in solitary isolation and that helping those in need is itself a strength. He also knows that sharp mental acutity can be a greater strength than any other. As such, once his loyalty is won, Ekembe is a friend and brother for life.

His travails have left him with a thick skin, and he is proud of all that he has survived. Insults tend to not phase him and he is very slow to anger, having claimed his helmet by goading the taskmaster into losing his temper and over extending himself.

Ekembe's speech patterns are also slightly odd, as he does not use the pronoun "I" when speaking with anyone other than Otrimi. Apart from his fennec familiar, he uses the phrase "this one" as a personal pronoun. He also has a habit of attaching honorifics to peoples' names after coming to know them. One of the most rare honorifics he bestows is that of "Friend".

Macros:

[spoiler=Status]
HP: 46/46
AC: 16 (14 T / 13 FF)
CMD: 18
F/R/W: +7/+9/+6
Warded: Sverinn
Healing Hex used on today:
Hero Points Used: 1/4

Prepared Cantrips (3): arcane mark, detect magic, message
Prepared 1st Level Spells (2+1): cure light wounds x2 [ ] [ ], mage armor [ ]
[/spoiler]

[dice=+1 Comp(+2 Str) Dkwd Lngbw]1d20+8[/dice][dice=for]1d8+3[/dice]
[dice=+1 Comp(+2 Str) Dkwd Lngbw (focused shot)]1d20+8[/dice][dice=for]1d8+7[/dice]
[dice=Greatclub (2-handed)]1d20+6[/dice][dice=for]1d10+3[/dice]
[dice=Dagger (thrown)]1d20+7[/dice][dice=for]1d4+2[/dice]
[dice=Dagger (1-handed)]1d20+6[/dice][dice=for]1d4+2[/dice]

Wishlist:

Rod of Extend, Lesser - 3,000 gp
Belt of Giant Strength +2 - 4,000 gp
> Belt of Physical Might (Strength, Dexterity) +2 - 10,000 gp
Bracers of Archery, Lesser - 5,000 gp
> Bracers of Archery, Greater - 25,000 gp
Cloak of Resistance +2 - 4,000 gp
> Cloak of Resistance +3 - 9,000 gp
Amulet of Natural Armor +2 - 8,000 gp
> Amulet of Natural Armor +2 combined w/ Periapt of Health - 19,250 gp

+2 Composite (+3) Darkwood Longbow - 8,730 gp
> +2 Seeking Composite (+3) Darkwood Longbow - 18,730 gp
+1 Adamantine Dagger - 5,002 gp

Ring of Protection +2 - 8,000 gp
> Ring of Protection +3 - 18,000 gp
Ring of Wizardry I - 20,000 gp

Headband of Vast Intelligence (Acrobatics) +2 - 4,000 gp
> Headband of V.I. +4 - 16,000 gp

Boots of Levitation - 7,500 gp